For when random character creation just isn't random enough...
http://www.apolitical.info/webgame/ddcc.php
Wow, awesome!
Ha! That's pretty cool, although my first try gave me something a bit mental. :)
QuoteRequirements: none
Prime Requisite: CON
Hit Points
Level Hit Points
1 1d4
2 2d4
3 3d4
4 4d4
5 5d4
6 6d4
7 7d4
8 8d4
9 8d4+3
10 8d4+6
11 8d4+9
12 8d4+12
Armour
Members of this class may not wear any armour.
Weapons
Members of this class may only use slings.
Attacking
Members of this class roll to attack as a cleric or thief.
Magic Items
Members of this class have no restrictions on the use of magic items.
Note that, for magic armour, weapons and shields, characters can only use a magic item if they could use the normal version of that item.
Thief Skills
Members of this class have the thief skills, including the bonus when attacking unnoticed from behind, of a thief of their level.
Flying
At level 4, members of this class gain the ability to fly.
Regeneration
At level 3, members of this class gain the ability to regenerate 1 point of damage per turn, except for damage inflicted by fire.
Saves
Members of this class save as a fighter of their level.
Professional Skills
Members of this class have the special skills of an animal trainer (see p48 of Labyrinth Lord).
Advancement
Level XP required
1 0
2 1600
3 4000
4 8400
5 16800
6 33600
7 67200
8 131250
9 350000
10 525000
11 700000
12 875000
Heh. :)
Where was that back in the 80s? :duh:
Quote from: Stuart;277605Ha! That's pretty cool, although my first try gave me something a bit mental. :)
Thanks!
It could be some kind of pixie-like creature.
Quote from: islan;277600Wow, awesome!
Quote from: brettmb;277608Where was that back in the 80s? :duh:
Thanks :D
Quote from: Age of Fable;277609It could be some kind of pixie-like creature.
Good call! :)
Agreed. I'm having fun just generating stuff and imagining what it could be for.
Some of the combos are wacky as all get out (if not interesting)!
Easy - it's a Pixar!
An annoyingly cute and somehow magnetic character you don't want to like, but can't help it - and takes your money while you're not looking and you barely notice.
Very cool! :cool:
I challenge anyone to randomly generate a less useful class then this:
Requirements: none
Prime Requisite: STR
Hit Points
Level Hit Points
1 1d3
2 2d3
3 3d3
4 4d3
5 5d3
6 6d3
7 7d3
8 8d3
9 9d3
10 10d3
11 10d3+1
12 10d3+2
Armour
Members of this class may carry a shield, but may not wear any armour.
Weapons
Members of this class may only use bows and swords.
Attacking
Members of this class roll to attack as a magic-user.
Magic Items
Members of this class may not use any magic items.
Turning the Undead
Members of this class can attempt to turn the undead as if they were a cleric of 80% of their actual level. That is:
Character
Level Turn Undead
As Cleric
1 1
2 2
3 2
4 3
5 4
6 5
7 6
8 6
9 7
10 8
11 9
12 10
Regeneration
At level 12, members of this class gain the ability to regenerate 1 point of damage per turn, except for damage inflicted by fire.
Saves
Members of this class save as a Normal Man, regardless of their level.
Special Abilities
At level 4, members of this class gain the special abilities of a dwarf (60 foot infravision, detect traps, false walls etc).
Professional Skills
Members of this class have the special skills of a blacksmith (see p48 of Labyrinth Lord).
Advancement
Level XP required
1 0
2 1080
3 2160
4 4640
5 9280
6 18560
7 37120
8 72500
9 145000
10 217500
11 340000
12 550000
I mean, d3 Hit Points, attacks as a magic user, no armour, only ranged weapons, saves as a Normal Man, but damn! He can turn undead... almost as well as a cleric.
Quote from: Premier;277668I challenge anyone to randomly generate a less useful class then this:
...
I mean, d3 Hit Points, attacks as a magic user, no armour, only ranged weapons, saves as a Normal Man, but damn! He can turn undead... almost as well as a cleric.
How 'bout this one (http://www.therpgsite.com/showpost.php?p=277569&postcount=16)? :)
I really love your generators, AoF.
Wow, this is excellent! How long did it take you to build it?
My result:
If both prime requisites are at least 13, members of this class will gain a 10% bonus to experience.
Hit Points
Level Hit Points
1 1d6
2 2d6
3 3d6
4 4d6
5 5d6
6 6d6
7 7d6
8 8d6
9 9d6
10 10d6
11 11d6
12 11d6+2
Armour
Members of this class may wear leather armour, but may not carry a shield.
Weapons
Members of this class may only use daggers.
Attacking
Members of this class roll to attack as a magic-user.
Magic Items
Members of this class may use the following magic items:
weapons yes
armour no
shields no
potions/rings no
misc. magic no
wands, staves and rods no
protection scrolls yes
other scrolls yes
Note that, for magic armour, weapons and shields, characters can only use a magic item if they could use the normal version of that item.
Magic-User Spells
Members of this class can cast magic-user spells as a magic-user of their level.
Thief Skills
Members of this class have the same skills as a thief, but to a lesser extent. They gain the normal bonus when attacking unnoticed from behind, but their percentage chance with other skills is only 50% that of a thief of the same level. That is:
Character
Level pick locks find/remove traps pick pockets move silently climb walls hide in shadows hear noise
1 9 7 12 12 44 7 1
2 12 9 14 14 44 9 1
3 14 10 15 15 45 10 1-2
4 16 12 19 19 45 14 1-2
5 18 17 20 20 46 15 1-2
6 23 22 22 22 46 19 1-2
7 28 27 27 27 47 24 1-2
8 33 32 32 32 47 29 1-2
9 38 37 37 37 48 34 1-2
10 43 42 42 42 48 39 1-3
11 48 47 47 47 49 44 1-3
12 49 48 53 48 49 45 1-3
Saves
Members of this class save as an elf of their level.
Special Abilities
Members of this class have the special abilities of a halfing (hide, possible bonus to initiative, +1 on missile attacks, -2 AC vs creatures larger than human size).
Professional Skills
At level 4, members of this class gain the special skills of a navigator (see p48 of Labyrinth Lord).
Advancement
Level XP required
1 0
2 2440
3 4880
4 10400
5 20800
6 41600
7 83200
8 162500
9 325000
10 487500
11 650000
12 875000
This one looks like a MONK
QuoteRequirements: none
Prime Requisite: WIS
Hit Points
Level Hit Points
1 1d4
2 2d4
3 3d4
4 4d4
5 5d4
6 6d4
7 7d4
8 8d4
9 8d4+3
10 8d4+6
11 8d4+9
12 8d4+12
Armour
Members of this class may not wear any armour.
Weapons
Members of this class may use any weapons.
Attacking
Members of this class roll to attack as a cleric or thief.
Magic Items
Members of this class may not use any magic items.
Magic-User Spells
Members of this class can cast magic-user spells as a magic-user of 30% of their level - that is:
Character
Level
Spell Level
1 2 3 4 5 6
1 - - - - - -
2 1 - - - - -
3 1 - - - - -
4 1 - - - - -
5 2 - - - - -
6 2 - - - - -
7 2 - - - - -
8 2 - - - - -
9 2 1 - - - -
10 2 1 - - - -
11 2 1 - - - -
12 2 2 - - - -
Regeneration
At level 5, members of this class gain the ability to regenerate 1 point of damage per turn, except for damage inflicted by fire.
Saves
Members of this class save as a magic-user of their level.
Advancement
Level XP required
1 0
2 1400
3 2800
4 5600
5 14400
6 28800
7 57600
8 112500
9 312500
10 468750
11 625000
12 781250
Quote from: JongWK;277678Wow, this is excellent! How long did it take you to build it?
Thanks. Surprisingly little time, actually. The method in the original article was very easy to convert.
My first try was pretty odd. Very playable, with the 1d10+3 HP, average attacks, decent spells, and all weapons. But throw in the ability to breathe underwater and the halfling abilities at 11th level, and I was a bit thrown. Until I realized its...
The Spellscale Triton, a generally Lawful hero of the seas with potent magical abilities. Eschewing metal armors, the Spellscale Triton is most commonly seen wielding a trident or lance from the back of a giant seahorse. Most Spellscale Tritons devote themselves to rescuing drowning sailors, sinking pirate ships, and slaying sea monsters, but a rare few turn to Chaos themselves and become sea reavers
Very powerful (11th+ level) Spellscale Tritons earn the title Reefwarden, having mastered the stealth and other skills necessary to hunt the great leviathans of the sea, such as the Kraken.
Requirements: none
Prime Requisite: CHA
Hit Points
Level Hit Points
1 1d10
2 2d10
3 3d10
4 4d10
5 5d10
6 6d10
7 7d10
8 8d10
9 8d10+3
10 8d10+6
11 8d10+9
12 8d10+12
[B]Armour[/B]
Members of this class may wear leather armour and carry a shield.
[B]Weapons[/B]
Members of this class may use any weapons.
[B]Attacking[/B]
Members of this class roll to attack as a cleric or thief.
[B]Magic Items[/B]
Members of this class may not use any magic items.
[B]Magic-User Spells[/B]
Members of this class can cast magic-user spells as a magic-user
of 90% of their level - that is:
Char.
Level Spell Level
1 2 3 4 5 6
1 1 - - - - -
2 2 - - - - -
3 2 1 - - - -
4 2 2 - - - -
5 2 2 1 - - -
6 2 2 1 - - -
7 2 2 2 - - -
8 3 2 2 1 - -
9 3 3 2 2 - -
10 3 3 3 2 1 -
11 3 3 3 3 2 -
12 4 3 3 3 2 1
[B]Breathe Underwater[/B]
Members of this class can breathe underwater.
[B]Saves[/B]
Members of this class save as a cleric of their level.
[B]Special Abilities[/B]
At level 11, members of this class gain the special abilities of a halfing
(hide, possible bonus to initiative, +1 on missile attacks, -2 AC vs creatures
larger than human size).
[B]Advancement[/B]
Level XP required
1 0
2 2920
3 5840
4 11680
5 23360
6 46720
7 93440
8 182500
9 365000
10 547500
11 740000
12 925000
Requirements: none
Prime Requisite: CON
Hit Points
Level Hit Points
1 1d6
2 2d6
3 3d6
4 4d6
5 5d6
6 6d6
7 7d6
8 8d6
9 9d6
10 10d6
11 11d6
12 12d6
Armour
Members of this class may not wear any armour.
Weapons
Members of this class may use any weapons.
Attacking
Members of this class roll to attack as a dwarf, elf, fighter or halfling.
Magic Items
Members of this class may use the following magic items:
weapons no
armour no
shields no
potions/rings no
misc. magic no
wands, staves and rods yes
protection scrolls yes
other scrolls yes
Note that, for magic armour, weapons and shields, characters can only use a magic item if they could use the normal version of that item.
Magic-User Spells
Members of this class can cast magic-user spells as a magic-user of their level.
Cleric Spells
Members of this class can cast cleric spells as a cleric of 20% of their level - that is:
Character
Level
Spell Level
1 2 3 4 5 6
1 - - - - - -
2 - - - - - -
3 1 - - - - -
4 1 - - - - -
5 1 - - - - -
6 1 - - - - -
7 1 - - - - -
8 2 - - - - -
9 2 - - - - -
10 2 - - - - -
11 2 - - - - -
12 2 - - - - -
Thief Skills
Members of this class have the thief skills, including the bonus when attacking unnoticed from behind, of a thief of their level.
Saves
Members of this class save as a Normal Man, regardless of their level.
Special Abilities
Members of this class have the special abilities of a halfing (hide, possible bonus to initiative, +1 on missile attacks, -2 AC vs creatures larger than human size).
Advancement
Level XP required
1 0
2 3100
3 6480
4 12960
5 25920
6 51840
7 103680
8 202500
9 405000
10 607500
11 810000
12 1012500
Here's mine... quite diverse, but high XP requirement and awful saving throws :)
Some kind of beast race maybe... a gnome, or lizardman or wolfman or something.
This just rocks. I wish I'd had this when I'd run my epic lv. 1-36 campaign a few years back.
RPGPundit
Thanks everyone - this has turned out more popular than I thought it'd be :)
It is cool. :)
I'm thinking of adding the assassination ability from AD&D (a roughly 50% chance of being able to kill someone if you attack them with surprise) - how much do people think this should be worth?
x2-3 to XP, easy.